Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Thu Jan 31, 2013 7:51 pm Post subject:
1) SpeedType=Hover or Amphibious with a MovementZone=Amphibious as well.
2 is a good question. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
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WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Is possible to make a certain building buildable on both water and land?
no
Only possible by adding 2 versions of the same building, with one having WaterBound=yes.
tekka warrior wrote:
How do i make an amphibious unit switch between land wheels and to a naval form when it gets on water?
Is that even possible in RA2? Don't remember any vanilla RA2 vehicle having such a feature.
In TS it is bound to the ID [APC] which then uses automatically the APCW voxel for water. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Works with SHP as well. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
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Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
One thing that is still bothering me how do you edit projectiles?
With a text editor, changing the values on the keys using your keyboard by pressing the buttons on it to enter new characters and numbers. _________________ SHP Artist of Twisted Insurrection: Nod buildings
Same file where you were editing all along->rules.ini, rulesmd.ini
Or do you only asked questions before without ever taking a look into the inis before?
Joined: 22 Nov 2010 Location: Iszkaszentgyorgy, Hungary
Posted: Fri Feb 01, 2013 4:02 pm Post subject:
Which one you specify. By default, palette.pal, but AltPalette makes it turning to unitxxx.pals, and AnimPalette to anim.pal. _________________ "If you didn't get angry and mad and frustrated, that means you don't care about the end result, and are doing something wrong." - Greg Kroah-Hartman
=======================
Past C&C projects: Attacque Supérior (2010-2019); Valiant Shades (2019-2021)
=======================
WeiDU mods: Random Graion Tweaks | Graion's Soundsets
Maintainance: Extra Expanded Enhanced Encounters! | BGEESpawn
Contributions: EE Fixpack | Enhanced Edition Trilogy | DSotSC (Trilogy) | UB_IWD | SotSC & a lot more... QUICK_EDIT
Which one you specify. By default, palette.pal, but AltPalette makes it turning to unitxxx.pals, and AnimPalette to anim.pal.
There's also FirersPalette=yes that can be set in the rules(md).ini projectile code, which supposedly makes the projectile use same palette as the object that fired the weaponl, but that isn't really the case since it also uses unit*.pal despite what palette the firing object is using. _________________ QUICK_EDIT
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